Shared Spirit

Shared Spirit

The faint purple glow and the impossible coordination gave away the kobolds’ true nature.

Shared Spirit Kobold       CR 1

XP 400

Kobold warrior 1

LN Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5


AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 6 (1d10)

Fort +2, Ref +1, Will 0

Weaknesses (light sensitivity)


Speed 30 ft.

Melee Spiked Skin +1 (1d4-1)

Ranged Light Crossbow +1 (1d6/19-20)

Special Attacks smite chaos 1/day (+1 damage)

Spell-Like Abilities (CL 1st)


1/day-ant haul


Str 9, Dex 13, Con 10, Int 12, Wis 11, Cha 8

Base Atk +1; CMB -1; CMD 10 (+2 against move or trip)

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +7, Perception +6, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (Miner)

Languages Draconic

SQ crafty, Shared Conscious, Spiked Skin


A Shared Spirit is a creature influenced by the dragon Haftir.  While they are not directly controlled by him, their wills are bent to fulfill his wishes.  Their skin glows a light purple, a side-effect of the Influence coursing through their bodies.

Influence is a purple powder created by Haftir.  If it is consumed, the creature must make a Fort save (DC 14) or they will begin turning into a Shared Spirit.  In 24 hours, the creature can make another Fort save (DC 18), and if it fails they become a Shared Spirit creature.  If they succeed, they take 4 temporary Constitution damage and the Influence wears off.  They can’t be infected by Influence again for 72 hours.  Stronger forms of Influence exist that are harder to fight off.


Creating a Shared Spirit

“Shared Spirit” is an acquired template that can be added to any creature.  A Shared Spirit creature retains the base creature’s statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature +1 (rounded down); HD 6-10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Lawful neutral.

Special Qualities and Defenses: A Shared Spirit creature gains Spiked Skin, which functions similarly to the spiked armor weapon.  Shared Spirits are considered proficient with its use.  Small and smaller creatures deal 1d4+Strength modifier damage, Medium creatures deal 1d6+STR damage, Large creatures deal 1d8+STR damage, and Huge and larger creatures deal 1d10+STR damage.  This damage is applied whenever the Shared Spirit grapples a target, and it can also be used as an attack.  They also gain the Shared Conscious.  Each Shared Spirit creature within 30 ft. of another Shared Spirit creature provides a +1 competence bonus to Attack and AC (to a maximum of +5), and a Shares Spirit creature cannot be flat footed unless all other Shared Spirit creatures within 30 ft. would also be flat footed.

Special Abilities: A Shared Spirit gains the following.

Smite Chaos (Su): Once per day it can deal extra damage equal to its HD (maximum of +20) with a melee attack against a chaotic foe.

Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day.  Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).


HD Abilities HD Abilities
1-2 Ant haul, root constant 11-12 Protection from energy 3/day
3-4 Detect chaos, fairness 3/day 13-14 Absorbing inhalation, echolocation constant
5-6 Entangle* 3/day, jump 15-16 Communal protection from energy 3/day
7-8 Communal ant haul, death from below constant 17-18 Mislead, water breathing constant
9-10 Aura sight constant, fog cloud 19-20 Ki shout 2/day, regenerate


*The range is changed to self.  Instead of vines entangling targets, tendrils of Influence entangle all creatures that are not Shared Spirit creatures.

Other Shared Spirit creatures are not affected by the harmful effects of the spell-like abilities.

Abilities: If a creature that gains the Shared Spirit template and its Intelligence or Wisdom is below 6, increase it to 6.  If it is above 6, add +2.


Dywin the Purifier (Pathfinder NPC)

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Dywin the Purifier

A purist of the most radical kind, she hunts the impure and the tainted of elvenkind.

Elf Slayer 17

LN Medium humanoid (elf)

Init +10; Senses low-light vision; Perception +26


AC 16, touch 16, flat-footed 10

hp 114 (17d10)

Fort +10, Ref +16, Will +6

Immune sleep


Speed 30 ft., slayer’s advance 2/day

Melee +2 wounding rapier +25/+20/+15/+10 (1d8+4/18-20)

Ranged +4 human bane composite longbow +28/+23/+18/+13 (1d8+6/x3)

Special Attacks +3 on attack rolls and damage rolls against studied target, sneak attack +5d6 (50 ft. range), slowing strike (1d4 rounds, Fort DC 21), assassinate (Fort DC 21), bullseye shot, pinpoint targeting

Envoy Spell-Like Abilities (CL 17th; concentration +20)

Once per daycomprehend languages, detect magic, detect poison, read magic


Before Combat Dywin prefers to be unseen until she is ready to strike.  She seeks vantage points where melee combatants will have difficulty reaching.


During Combat Dywin uses range and stealth to her advantage.  She attempts to remain in the shadows for as long as possible, and uses caltrops and other gear to maintain the distance between her and her opponents.  She often opens with an igniting arrow and keeps up the pressure with enchanted arrows until she runs out.  When forced into melee combat, she uses her rapier, which is usually poisoned to keep an advantage over her enemies.


Str 14, Dex 22, Con 10, Int 17, Wis 12, Cha 11

Base Atk +17/+12/+7/+2; CMB +19; CMD 35 (39 against disarm and sunder)

Feats Bullseye Shot, Far Shot, Improved Initiative, Improved Precise Shot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Weapon Finesse (Rapier), Weapon Focus (longbow)

Proficiencies weapons (simple, martial), armor (light, medium), shields

Skills Acrobatics +29, Bluff +22, Climb +10, Disguise +21, Perception +26, Ride +14, Sense Motive +24, Survival +24, Stealth +44, Swim +10

Languages Common, Draconic, Elven, Gnome, Goblin

SQ 1st-4th studied target,deadly range (x2), envoy, evasion, poison use, stalker, stealthy sniper, swift tracker, track, weapon familiarity

Combat Gear alchemist’s fire, deathblade, dragon bile, igniting arrow (5), potions of cure serious wounds (2), shock arrow (20), tanglefoot bag, thunderstone (2), vicious caltrops (4)

Gear greater shadow leather armor, +2 wounding rapier, +4 human bane composite longbow, bag of holding (type II), boots of teleport, gloves of dueling, backpack, silk rope (50 ft.)


Dywin remembers the glory days of the elves.  They were once a proud and mighty race, the shapers of the world’s destiny, but all that is left are cowards and impure half-breeds.  Except for Dywin.  She remains pure, and dedicates herself to the cause of elven purity.


Dywin’s goal is simple: rid the world of the despicable half-elves and the tainted elves that accept them into their society.  To do this, she breaks the laws set by the half-elf loving rulers and slaughters half-elfs and half-elf sympathizers from the shadows.


Dywin returns to Unification City to eliminate the half-breed Quincy Sweetleaf, who tarnishes the name of all elves by revelling in drugs and whores.  She aims to rid the world of his scourge, as well as all those who chose to make his acquaintance, including the filthy Drow Raven and the traitorous elf Belroar.

30/30 Day 12 Worldbuilding: The Windswept Realm Part 1

Hi, I’m Tyler Magruder, or sorryjzargo as I go by on the internet.  I am going to hopefully complete a 30/30 this month.  If you don’t know what a 30/30 is, it is a blog series where you write one blog a day for a month (on months with 31 days it is called a 31/31).  I’ve already missed a few days, so this is a make-up blog.


Since I frequently write about role playing games, I’ve decided to take some time to write about the world of two of my current campaigns, the Windswept Realm.  It’s a homebrew world, but borrows heavily from D&D Greyhawk (specifically the deities and races) and steampunk, as well as a little cyberpunk.


The Windswept Realm is a single landmass surrounded by a seemingly infinite ocean.  There are a few small islands off the coast of the mainland, but most of them are unpopulated.  The mainland is divided into three kingdoms, though the borders are not clearly defined.  To the north-east is the elven kingdom of Mourning Winds, to the north-west is the dwarven stronghold Barradh’s Keep, and to the south is the human sovereignty of the Chrome Citadel.  At the center of the known world is the massive Unification City, where members from all cultures meet and worldwide problems are solved by a council with representatives from all three major civilizations.  Mountains and hills are numerous in the Windswept Realm, most formed by the intense winds that buffet the entire world.  They are especially dense in the mountain range surrounding Barradh’s Keep.  There are several craters of unknown origin across the world, the most notable being the Skypeace Lake Crater next to Chrome Citadel.  The crater is deep enough that it keeps out the strong winds and makes the air safe for airships.  There are dozens of impossibly tall buildings known as Skyscrapers scattered across the world, becoming less numerous the further from Unification City.  A few even rise out of the depths of the ocean.  It is said that only a god can destroy a Skyscraper.


The people of the Windswept Realm are all told the same story.  Thousands of years ago, the gods created a single race of people, known as the Ancients.  They lived in harmony with the gods, making incredible discoveries in both the fields of magic and science.  Using this harmony, they built the massive skyscrapers that dot the landscape and created wondrous technological and magical devices.  Then the Ancients rebelled against the gods and used their technology to murder the god Gruumsh.  The gods responded in quick retribution, totally eliminating the Ancients.  The gods then created the Orcs in the memory of Gruumsh and then the other races that would come to inhabit the world.  These newer races scavenged the Ancient technology, propelling their society by thousands of years, but they lack the harmony with the gods that the Ancients had.

However, this is just a tale.  It only contains part of the story.

The Ancients never rebelled against the gods.  This was just a fabrication the gods used to justify their actions to the new races.  The Ancients developed a technology that was capable of destroying gods permanently.  In fear, Gruumsh preemptively attacked the Ancients, but they used their technology in self-defense, killing him.  The other gods verbally condemned his actions while at the same time readying their forces to destroy the Ancients.  The Ancients were caught unaware by the full brunt of their pantheon and were exterminated before they could ready their weapon.  The gods then realized the horror they had brought upon their creation, so they made new races and told them a fabricated version of their story.